The Rise of Microtransactions
Worst Example: Farmville 2
Microtransactions aren't inherently a bad thing, but after the rapid success of Facebook and iOS developers like Zynga it seems like the industry has decided their particular model is the only one that can work. If the point of basing your game on microtransactions is to provide a partial experience to a player who would be unwilling to buy the game otherwise, it doesn't make sense to make the experience even worse with routine pay walls.
The proper way of handling things would be to offer a stellar experience out of the box (er... download) and work from there. This however isn't the case for most of these games and it's starting to creep into larger titles. You can now find a number of games that would otherwise have been perfectly fine pay-then-play titles, but because some marketing fat cat decided microtrans was the way to go, the overall quality is made to suffer.
The Solution: Understand when a game is going to be made better with the larger community the microtransaction offers and when it'd be fine as a niche title for people who'd pay up front not to be hassled.